/* Created by Fry. Date: 10.12.2016 https://www.ryoko-rpg.ro https://github.com/Metonimie */ #include #include #include #define VISITED_MASK ( (unsigned) 1 << 4) #define DEATH_MASK ( (unsigned) 1 << 5) #define EXIT_MASK ( (unsigned) 1 << 6) #define WALL_MASK ( (unsigned) 1 << 7) #define NUMBER_MASK ~( (unsigned) ~0 << 4) #define ISVISITED(x) ((x) & VISITED_MASK) #define ISDEATH(x) ((x) & DEATH_MASK) #define ISEXIT(x) ((x) & EXIT_MASK) #define ISWALL(x) ((x) & WALL_MASK) #define GETNUMBER(x) ((x) & NUMBER_MASK) unsigned rows = 4; unsigned cols = 4; unsigned testM[4][4] = { {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, }; // The number will represent the death time, when it reaches 0, the cell // becomes a death wall. void make_visited_cell(unsigned * x) { *x |= VISITED_MASK; } void unmake_visited_cell(unsigned * x) { *x &= ~VISITED_MASK; } void make_death_cell(unsigned * x) { *x |= DEATH_MASK; } void unmake_death_cell(unsigned * x) { *x &= ~DEATH_MASK; } void make_exit_cell(unsigned * x) { *x |= EXIT_MASK; } void unmake_exit_cell(unsigned * x) { *x &= ~EXIT_MASK; } void make_wall_cell(unsigned * x) { *x |= WALL_MASK; } void unmake_wall_cell(unsigned * x) { *x &= ~WALL_MASK; } void increment_cell(unsigned * x) { // We don't want to mess with walls or the exit cell. if ( ISWALL(*x) || ISEXIT(*x)) { return; } // check the timmer is not bigget than 15, the maximum value for a timmer. if ( GETNUMBER(*x) < 16 ) { *x = *x + 1; } } void decrement_cell(unsigned * x) { // We don't want to mess with walls or the exit cell. if ( ISWALL(*x) || ISEXIT(*x)) { return; } // We need to make sure the cell is always greater than 0. if ( GETNUMBER(*x) > 0 ) { *x = *x - 1; } } // This should be called when updating the timmers of a cell that's not a // death cell. void update_cell_mechanism() { for (unsigned i = 0; i < rows; ++i) { for (unsigned j = 0; j < cols; ++j) { // We don't update the walls or exit cells. if ( ISWALL(testM[i][j]) || ISEXIT(testM[i][j])) { continue; } // We update the cell. if ( ISDEATH(testM[i][j]) ) { increment_cell(&testM[i][j]); } else if ( !ISDEATH(testM[i][j]) ) { decrement_cell(&testM[i][j]); } // We have a cell that is going to turn. if ( GETNUMBER(testM[i][j] == 0) ) { // We turn the cell. testM[i][j] = testM[i][j] ^ DEATH_MASK; } } } } // This should be called when backtracking, cheater. void reverse_update_cell_mechanism() { for (unsigned i = 0; i < rows; ++i) { for (unsigned j = 0; j < cols; ++j) { // We don't update the walls or exit cells. if ( ISWALL(testM[i][j]) || ISEXIT(testM[i][j])) { continue; } // We update the cell. if ( !ISDEATH(testM[i][j]) ) { increment_cell(&testM[i][j]); } else if ( ISDEATH(testM[i][j]) ) { decrement_cell(&testM[i][j]); } // We have a cell that is going to turn. if ( GETNUMBER(testM[i][j] == 0) ) { // We turn the cell. Death doesn't wait. testM[i][j] = testM[i][j] ^ DEATH_MASK; } } } } void set_timmer(unsigned row, unsigned col, unsigned timer) { // If the timer is correct, we set it. If not, thou shall get blessed. // We don't mess with walls or the exit. if ( ISWALL(testM[row][col]) || ISEXIT(testM[row][col]) ) { return; } if ( timer > 0 && timer < 16) { testM[row][col] += timer; } else { testM[row][col] += (15 - GETNUMBER(testM[row][col])); } } void print_matrix2(unsigned m[4][4], unsigned row, unsigned col) { for (unsigned i = 0; i < row; ++i) { for (unsigned j = 0; j < col; ++j) { printf(" "); if ( ISEXIT(testM[i][j])) { printf("E "); continue; } if ( ISWALL(testM[i][j])) { printf("W "); continue; } if ( ISVISITED(testM[i][j]) ) { printf("V"); } if ( ISDEATH(testM[i][j]) ) { printf("D"); } printf("%d ", GETNUMBER(testM[i][j])); } printf("\n"); } } unsigned ** new_matrix(unsigned row, unsigned col) { unsigned ** mat = (unsigned **) calloc(row, sizeof(unsigned *)); for (unsigned i = 0; i < col; ++i) { mat[i] = (unsigned *) calloc(col, sizeof(unsigned) * col); } return mat; } // This function will be called with the initial position from where the player // will start the labyrinth. unsigned solve_mat(unsigned c, unsigned r) { // Make sure we check that everything is safe before accessing memory. if ( !( (c < cols) && (r < rows)) ) { return 0; } // check if we're on a wall or on a visited path or a deathcell. else if ( (ISWALL(testM[r][c])) || ISVISITED(testM[r][c]) || ISDEATH(testM[r][c]) ) { return 0; } // check for deathcell. // Check if we found the exit. if ( ISEXIT(testM[r][c]) ) { return 1; } update_cell_mechanism(); make_visited_cell(&testM[r][c]); if ( solve_mat(c + 1, r) == 1) { return 1; } if ( solve_mat(c, r + 1) == 1) { return 1; } if ( solve_mat(c - 1, r) == 1) { return 1; } if ( solve_mat(c, r - 1) == 1) { return 1; } reverse_update_cell_mechanism(); unmake_visited_cell(&testM[r][c]); return 0; } int main(void) { make_exit_cell(&testM[3][3]); make_wall_cell(&testM[0][3]); make_wall_cell(&testM[1][1]); make_wall_cell(&testM[2][1]); make_wall_cell(&testM[2][2]); make_wall_cell(&testM[2][3]); for (unsigned i = 0; i < rows; ++i) { for (unsigned j = 0; j < cols; ++j) { set_timmer(i, j, 6); } } print_matrix2(testM, 4, 4); unsigned x = solve_mat(0, 0); printf("Solved: %d\n", x); print_matrix2(testM, 4, 4); return EXIT_SUCCESS; }